Mixed Reality in the Museum Curatorial Design

Size: px
Start display at page:

Download "Mixed Reality in the Museum Curatorial Design"

Transcription

1 Mixed reality and curatorial design: from existing practice to the nomad_tech museum University of Melbourne Melbourne, Australia An innovative design visualisation environment that uses videogame technology and screen based augmented reality to support arts curation is presented. A follow on project, which exploits scale shifts and distributed presence, outlines one approach to extending the exhibition experience. The project is at the schematic design stage, with the emerging idea being miniature mobile galleries referred to as nomad_tech. These are intended to have a mixed reality presence in the museum and other cultural settings, while been interactively linked to form distributed virtual environments. Art museum. Mixed reality. Curatorial practice. 1. INTRODUCTION The field of research addressed in these projects is the use of mixed reality technology within the context of the contemporary art museum. The focus is on technology to support typical curatorial design and secondly, the potential for mixed reality (MR) to enable an alternate form of art gallery, poised between physical and virtual worlds. The research is aligned with a large body of work on the use of mixed reality in other museum settings, where the primary focus has been on extending the visitor experience through interactive displays. The concentration on the provision of curatorial design support within the context of the Art Museum provides a point of difference with this body of work, with perhaps the closest precedents being current MR research at the University of Nottingham (Koleva et al., 2009). This presentation is in two parts: the design framework and prototypes of a visualisation environment for a contemporary art museum is presented; and secondly a follow on project exploring an alternate form of gallery experience is outlined, with the aim of generating discussion on new forms of curatorial practice. The interactive visualisation environment was commissioned by the Potter gallery of Modern Art in Melbourne Australia. A prototype design application has been developed to enable curatorial staff to visualise exhibition designs in a format similar to an interactive 3D videogame. This enables curators to select from a visual database and arrange wall mounted artworks in elevation, which are then visualised in a three dimensional model of the gallery in order to assess viewing angles and spatial sequence. Designs can be saved and alternative designs can be quickly generated and evaluated, allowing an iterative loop of [ select arrange evaluate ] n. Complimenting this virtual design environment, an augmented realty (AR) application allows the designs to be evaluated from within the physical gallery on a high definition LCD touch screen. The screen is placed at key viewing angles and artworks are composited within streaming video to facilitate design review to occur within the gallery space. When the design is completed the digital gallery model is intended to be used to support exhibition production. While the prototypes enhance visualisation and facilitate design review they are conceived in terms of supporting traditional curatorial practice. The design applications allow reasonably fluid experimentation with the placement of art works, potentially enabling alternate narratives between artists or periods to be explored, but the technology adds little advance to the gallery experience. How might these technologies be repurposed to provide alternate museum experiences for the arts surveyor? The second half of this presentation outlines one approach to extending the art museum experience, through the idea of nomad_tech miniature galleries that exist simultaneously in physical space and as online virtual worlds. Using mixed reality technology the approach as envisaged here, exploits shifts in scale and distributed presence to extend the gallery experience. The aim is to both provide an alternate form of experience in the physical gallery and to The author(s) 185

2 reach a potential new online audience, attuned to exploring 3D virtual worlds. 2. FROM PAPER TO VIRTUAL GALLERY The visualisation project was initiated by a query from one of the museum administrators could I make a digital model of the existing galleries to help with exhibition production? There was a certain pragmatism to these first discussions, with the request for a database linked to a digital model to enable better planning and management, in effect a request for a facilities management tool. My background is in the use of videogame technology to enhance architectural design had shown that real time models enable more intuitive design experimentation than typical computer aided design (Moloney & Harvey, 2004). Recently the use of video game technology has been used to create virtual museums (Mateevitsi et al., 2008), but there does not appear to be precedent for using the technology to support curatorial practice. Not being particular interested in facilities management, I suggested the project could be extended to the curatorial design process. A meeting with curatorial staff was arranged and the existing curatorial design method using a drawing / collage approach was demonstrated. The senior curator produced an A3 plan with photocopied artworks taped along the edges. The practice was to shuffle the photocopies around the plan in order to think through the exhibition designs, with the postage stamp sized representations provided the only visual cue for the curator. Given the curator s knowledge of the gallery spaces and that many of the exhibitions were based on the Museum s collection, this design practice had seemed satisfactory. However with a shift towards exhibiting new artist works, there was recognition that the use of digital visualisation would be useful. At a subsequent meeting the broad specification for design visualisation support was agreed. The curators were not prepared to learn complex 3D modelling software but wanted a simple drag and drop interface to enable them to quickly visualise exhibition ideas. The initial focus was to provide a tool to facilitate wall hung artworks with the possibility to include three dimensional and media based works at a subsequent stage. The proposal was to enable the curator to select from a visual database of artworks and drop these onto 2D elevations of the exhibition walls. The artworks would appear at their accurate dimensions and snap vertically to a centreline height of 1.6 metres (the eye height dimension preferred for this gallery). As more works are added they are automatically positioned horizontally to provide equidistant dimensions between works. The exhibition design can then be saved and through a one click interface this is visualised in a real-time 3D model that operates similar to a first person videogame. The model was deliberately quasirealistic, with the objective being to maintain a degree of abstraction while designing. Key viewing positions are preset and the designer can smoothly switch between these positions and / or explore the exhibition in free camera mode. A range of alternate designs can be stored and these can be accessed from within the real time model to enable quick comparisons from any viewing angle. As illustrated in Figure 1, this enables the curator to work in an iterative loop of simple 2D placement and automated 3D visualisation. Figure 1: Overview of curatorial design prototype 2.1 Mixed reality in the art gallery Mixed reality as defined by the virtuality continuum, (Milgram et al., 1994) is a term used to describe a range of visualisation technologies, from full virtual worlds to simple digital video of physical environments. Positioned between these two poles, 186

3 are augmented virtuality where streaming video of physical worlds are incorporated into digital models and augmented reality (AR), where virtual models are superimposed into physical environments. Typically AR is realised by using head mounted displays (HMD) together with position tracking technology. Digital data text, images or 3D models are superimposed onto the HMD and aligned with the viewer s shifting gaze. An alternate approach, and the one used for this project, is to use a screen that composites digital visualisation in real time with streaming video. The use of a screen, rather then the HMD s typically found in AR, facilitates group discussion of design alternatives as opposed to a singular immersive evaluation. At the University of Melbourne we are exploring screen based AR to support architectural design and have used the Potter Gallery project as part of the prototype testing for this larger funded project. Figure 2: Screen based AR prototype, where 3D design models are aligned with streaming video (shown here in an external context). A touch screen interface enables interactive manipulation of the parametric design model and samples the video stream in real time, to update the model lighting to correspond with dynamic lighting The prototype consists of a large LCD touch screen and video camera mounted on simple tripod with a graphics workstation and portable power supply in an adjacent cabinet. The touch screen interface and the use of a camera tripod allow all members of the review group to pan or tilt the screen around the gallery walls. Different designs can be easily accessed and compared on the fly. Lighting of the artwork can be simulated by adjusting position and strength of digital light sources that correlate with the gallery lighting tracks. For the prototype we used non-calibrated lights that enabled simple experimentation with position and luminance value, but there is capacity to incorporate accurately calibrated lights. Apart from correlating lighting of the model with the streaming video, one of the technical challenges of augmented reality is to support accurate real time position tracking, with most solutions reliant on expensive hardware or complex computer vision software. In the case of the museum gallery, where the spatial perimeter is fixed and key viewing positions can be anticipated, there is less need for full motion tracking. For this prototype, the placement of the AR screen is precalculated and the tripod and cabinet can be easily positioned to the range of key viewing positions during the design review. Alternatively, streaming video from cameras located elsewhere in the gallery can be swapped with the tripod mounted camera, to enable different viewing positions to be explored without physically moving the tripod. 2.2 User feedback & further development While we have not as yet undertaken full user evaluation case studies, initial feedback on both the curatorial design prototype and the AR review functionality has been positive. The facility to arrange artworks in two dimensions and then immediately visualise these in the virtual context of the real time model with minimal effort, met the user requirements. Curatorial staff with limited computer graphics experience are enabled to quickly develop visualisations and make more informed curatorial decisions. Moreover, the facility to save different designs and to swap these onthe-fly, will enable iterative designing and the capacity to return quickly to design mode after a session is broken by other work commitments. It is anticipated that the three dimensional visualisation will be more significant when dealing with sculpture and installation works. To this end, the next stage of the prototype will enable a sculpture browsing interface. This will follow a similar design process of placement in 2D plan and visualisation in the real time 3D model. However the positioning requirements will be significantly different to working with wall hung artworks, where the vertical dimension and horizontal spacing are fixed. We will be incorporating the ability for the curator to adjust translation and rotation of artworks in 3 dimensions within the model, to enable refinement of the placement undertaken view in plan. We are also considering the development of a library of plinth objects that can be scaled to enable testing of shape and scale in relation to the sculpture. There will also be consideration of how video and interactive screen based media art works can be accommodated. The current software enables video to be controlled within the 3D model and the placement of spatialised audio, which may enable a start to be undertaken in producing an interactive curatorial design environment. With regard to the AR prototype the objective was to enable discussion to occur within the gallery space with a wider group of staff. To this end, the touch screen interface and simple approach to motion tracking allows group discussion to occur 187

4 with minimal encumbrance. The graphic fidelity and the lighting controls are sufficient for discussion to occur over the relative positioning of one work to another and to initiate discussion over the lighting design for the exhibition. Developing photorealistic physically accurate lighting was not considered a high priority, as once positions of artworks were agreed and a general lighting design agreed fine tuning could occur with the actual lights. The value of the AR visualisation was not so much seen in terms of graphics fidelity, but more that of insight gained from being physically in the gallery while undertaking design discussions. The AR screen compliments the low resolution and more abstract curatorial design environment. Rather them attempting photorealistic visualisation at the sketch design stage, this was achieved by visualisation in the actual physical space. The evaluation is still interpretive photographs of art works composited in streaming video are a poor substitute for the actual work but being physically present in the gallery space, gave the visualisation a phenomenological resonance not possible within the videogame based design environment. A more lightweight and flexible AR prototype will be considered to compliment the tripod mounted touch screen. The obvious technical route is to develop applications for itouch, enabling curators to walk through the gallery space testing out curatorial designs. Further work is also required to specify a production module to support exhibition production and management. The production module would use the same gallery model as the means to interface with a text database and will also be used to visualise installation requirements such as new cabling or lighting requirements. The text database will include full descriptions of the artworks, storage and handling requirements, copyright information, and didactic text to be used for the exhibition. The didactic text will be integrated with the 3D model enabling positioning in relation to the artworks. 3. EXTENDING PRACTICE The above project was initiated by an art museum to examine ways in which curatorial design might be enhanced by digital technologies of visualisation and information management. The emphasis was on supporting typical gallery practice and while the curatorial design prototypes have yet to be utilised on an exhibition, the feedback from museum staff has been positive. The project and its further development will enable staff with no 3D modelling experience to visualise their designs, review these within the gallery space and integrate the design with a database to coordinate production. The project has used established and emerging technologies to support decision making, in effect, the transfer of knowledge and techniques from architectural visualisation and production to the domain of arts curation. While this may enable more fluent and informed practice, the gallery experience for the arts surveyor is not enhanced. How might mixed reality technology be repurposed to further engage the surveyor, in particular, how might the audience for contemporary art be extended beyond those who regularly attend their local galleries? 3.1 Scaled Experiences The use of scale shifts is a tactic familiar to contemporary artists, building on the natural intrigue of the miniature and the sublimely large. On Longing (Stewart, 1993) explores this fascination, tracing the genealogy of the miniature to the curiosity cabinet, in effect a miniature gallery within a museum. How might the fascination with the miniature and the large be extended through the use of mixed reality in the art museum experience? Imagine a 1:20 scale gallery located within one of the typically vacuous foyers of a museum. Elegantly floating in space, the surveyor who has wandered through the entrance approaches the seductive architectural model to discover the roof removed. Peering down, s/he discovers an exhibition of contemporary art. From this viewpoint the art works are Lilliputian in scale: sculpted forms produced with digital precision through 3D printing technology; data projected generative artworks appear as high resolution post cards; wall relief of sublime intricacy. The floor of the gallery is translucent, and observable on the surface are shadows, clearly of human figures that appear to be surveying the gallery artworks. As s/he moves closer the shadows turn and seem to fix their gaze towards the roof, apparently making contact. Returning the gesture there is period of shadow play before the mutual surveyors return to exploring their immediate surrounds. Adjacent to the miniature gallery are video consoles that on closer inspection provide viewpoints from inside the model. From a third person perspective, the gallery is transformed in scale with the reference being the viewer s avatar, a simple line profile and a shadow projected onto the floor. The gallery is a vast space of baroque scale, with the wall relief and sculpture now revealed in the intricate detail, only hinted at by the physical model. Video and other interactive media works are projected onto the gallery walls in high resolution and with spatialised sound. Some of the art works are using location tracking to enable the surveyor / avatar to interact with the works and it soon becomes apparent there are multiple shadowy surveyors occupying the space. Glancing 188

5 upwards reveals a view into another space, the space of the museum foyer as seen from a video camera within the physical scale model. A second visitor to the Museum foyer has discovered the scale model gallery, their head appearing Gulliverlike from within the virtual gallery. Visitor one and visitor two observe each other with equal curiosity. 3.2 Towards the nomad_tech museum The focus of Mixed Reality installations in Art Museums has been on the combination of physical interfaces (typically AR markers embedded into small objects) and the visualisation of the subsequent interaction in large scale virtual environments. The pioneering Gulliver s World (Lindinger et al., 2006) at Ars Electronica and the gamelab exhibition at the Australian Centre for Moving Image (ACMI), have been in the tradition of showcasing new technologies, rather then as a new medium for artists. However, leveraging from the use of video game technologies, there are a number of contemporary artists such as Julian Oliver, who are using mixed reality to display artworks. While we are not quite at the stage as portrayed in William Gibson s latest novel, the spectre of landscapes and cities dense with AR art is a likely scenario once the technology becomes more mature. Parallel to this vision of tech-enabled art outside the confines of the gallery, there is a growing interest in the travelling or Nomadic Museum. The term is typically associated with the travelling Ashes and Snow photography and film exhibition by Gregory Colbert, while other high profile traveling museums have included the Chanel Mobile Art Container and the still currently touring Hermès H Box. This collapsible aluminium screening hall that exhibits the video art of eight international artists, has appeared at the Pompidou Centre in Paris, the Tate Modern in London and is currently in Japan at the Yokohama Triennale. Despite being conceived as temporary projects, it is notable that these nomadic museums have been large budget projects, targeted at the A list of contemporary art institutions. One of the promises of digital technology, in particular the online virtual gallery, was the potential for reaching a new audience and to enable regional galleries to link to larger art collections. While there are established online galleries, they do not appear to have gained much traction in the contemporary art museum sphere. They are neither engaging enough experiences to attract new arts surveyors, nor do they add anything more for those who regularly attend galleries. The description of the miniature gallery in the previous section suggests an approach that has the potential to make the online gallery a more engaging experience and to extend the experience for the visitor to the physical gallery. As envisaged, the developing idea is for a series of miniature galleries either permanently associated with larger institutions, shared by smaller regional museums, or located in non-institutional urban or landscape contexts. The nomad_tech galleries, while existing as singular artefacts in their various physical locations, are linked from within their virtual spaces. Each acts as a mixed reality portal, enabling views out to the physical context for the virtual surveyor or as an intriguing miniature interactive for the physical surveyor. We are currently constructing a prototype in Melbourne and look forward to sharing our experiences and ideally linking to potential international collaborators interested in the concept. 4. REFERENCES Koleva, B., Egglestone, S. R., Schnädelbach, H., Glover, K., Greenhalgh, C., Rodden, T., and Dade- Robertson, M. (2009) Supporting the creation of hybrid museum experiences. In Proceedings of the 27th international Conference on Human Factors in Computing Systems, Boston, MA, USA, 4 9 April, Lindinger, C., Haring, R., Hörtner, H., Kuka, D. and Kato, H. (2006) Mixed reality installation Gulliver s World : Interactive content creation in nonlinear exhibition design. In Technologies for Interactive Digital Storytelling and Entertainment, LNCS, Vol. 4326, pp Springer-Verlag. Mateevitsi, V., Sfakianos, M., Lepouras, G. and Vassilakis, C. (2008) A game-engine based virtual museum authoring and presentation system. In Proceedings of the 3rd international Conference on Digital interactive Media in Entertainment and Arts Athens, Greece, September DIMEA 08, vol ACM, New York, NY, pp Moloney, J. and Harvey, L. (2004) Visualization and Auralization of Architectural Design in a Game Engine Based Collaborative Virtual Environment. IEEE 8th International Conference on Information Visualisation, London, July 2004, IEEE Computer Society Press. pp Milgram, P., Takemura, H., Utsumi, A., and Kishino, F. (1994) Augmented reality: A class of displays on the reality-virtuality continuum. Proceedings of Telemanipulator and Telepresence Technologies. pp Stewart, S. (1993) On Longing: Narratives of the miniature, the gigantic, the souvenir, the collection. Johns Hopkins University Press, Baltimore. 189

Presentation of Visual Art in Interactive 3D Environments

Presentation of Visual Art in Interactive 3D Environments Presentation of Visual Art in Interactive 3D Environments Jeni Maleshkova Queen Mary University of London Media and Arts Technology DTC School of Electronic Engineering and Computer Science j.maleshkova@qmul.ac.uk

More information

3D U ser I t er aces and Augmented Reality

3D U ser I t er aces and Augmented Reality 3D User Interfaces and Augmented Reality Applications Mechanical CAD 3D Animation Virtual Environments Scientific Visualization Mechanical CAD Component design Assembly testingti Mechanical properties

More information

Part 21: Augmented Reality

Part 21: Augmented Reality Part 21: Augmented Reality Virtuelle Realität Wintersemester 2006/07 Prof. Bernhard Jung Overview Introduction to Augmented Reality Augmented Reality Displays Examples AR Toolkit an open source software

More information

Interactive solutions for experiential fashion marketing

Interactive solutions for experiential fashion marketing Interactive solutions for experiential fashion marketing Stereoscape offers interactive solutions for experiential fashion marketing in events and retail environments. We combine the latest visualisation

More information

HUNT LIBRARY VIDEO WALL GUIDE

HUNT LIBRARY VIDEO WALL GUIDE HUNT LIBRARY VIDEO WALL GUIDE January 2014 INTRODUCTION There s a bit of work involved. If we did not tell you that up front it would be dishonest. To make video wall content requires familiarity with

More information

AUGMENTED REALITY FOR ASSESSING FUTURE LANDSCAPES

AUGMENTED REALITY FOR ASSESSING FUTURE LANDSCAPES AUGMENTED REALITY FOR ASSESSING FUTURE LANDSCAPES Craig Feuerherdt 1 William Cartwright 2 Michael Black 3 RMIT University, Australia, craigf@mapmedia.com.au 1, william.cartwright@rmit.edu.au2, michael.black@rmit.edu.au3

More information

Proposal for a Virtual 3D World Map

Proposal for a Virtual 3D World Map Proposal for a Virtual 3D World Map Kostas Terzidis University of California at Los Angeles School of Arts and Architecture Los Angeles CA 90095-1467 ABSTRACT The development of a VRML scheme of a 3D world

More information

YOU THINK YOU MIGHT WANT TO STUDY:

YOU THINK YOU MIGHT WANT TO STUDY: YOU THINK YOU MIGHT WANT TO STUDY: ANIMATION DIGITAL MEDIA DESIGN PRODUCT DESIGN VISUAL COMMUNICATION MOTION GRAPHICS 70 DESIGN & CREATIVE MEDIA Course LISTING Bachelor of Arts in Animation Bachelor of

More information

VIRTUAL REALITY: DEVELOPING A VR SPACE FOR ACADEMIC ACTIVITIES

VIRTUAL REALITY: DEVELOPING A VR SPACE FOR ACADEMIC ACTIVITIES VIRTUAL REALITY: DEVELOPING A VR SPACE FOR ACADEMIC ACTIVITIES D. Kaimaris *, E. Stylianidis, N. Karanikolas AUTh, School of Spatial Planning and Development (Eng.), Thessaloniki, Greece - (kaimaris, sstyl,

More information

Overview... 2. Basic Design Studio A (MCD1330)... 3. Visual Arts Studio A (MCD1340)... 3. Drawing A (MCD1270)... 4

Overview... 2. Basic Design Studio A (MCD1330)... 3. Visual Arts Studio A (MCD1340)... 3. Drawing A (MCD1270)... 4 Unit guide Diploma of Art & Design Contents Overview... 2 Basic Design Studio A (MCD1330)... 3 Visual Arts Studio A (MCD1340)... 3 Drawing A (MCD1270)... 4 Art and Design Theory A (MCD1280)... 4 Basic

More information

THE VISUAL ARTS Head of Department: Dawn Clarke

THE VISUAL ARTS Head of Department: Dawn Clarke THE VISUAL ARTS Head of Department: Dawn Clarke Year 7 VISUAL ARTS - Core Subject One Term This is a general art program where students will explore aspects from the following practical areas; painting,

More information

Future Landscapes. Research report CONTENTS. June 2005

Future Landscapes. Research report CONTENTS. June 2005 Future Landscapes Research report June 2005 CONTENTS 1. Introduction 2. Original ideas for the project 3. The Future Landscapes prototype 4. Early usability trials 5. Reflections on first phases of development

More information

A Study of Immersive Game Contents System Design and Modeling for Virtual Reality Technology

A Study of Immersive Game Contents System Design and Modeling for Virtual Reality Technology , pp.411-418 http://dx.doi.org/10.14257/ijca.2014.7.10.38 A Study of Immersive Game Contents System Design and Modeling for Virtual Reality Technology Jung-Yoon Kim 1 and SangHun Nam 2 1 Graduate School

More information

House Design Tutorial

House Design Tutorial Chapter 2: House Design Tutorial This House Design Tutorial shows you how to get started on a design project. The tutorials that follow continue with the same plan. When we are finished, we will have created

More information

Degree in Art and Design

Degree in Art and Design Subjects Summary Degree in Art and Design Fourth Year Semester ECTS Subject 1 12 Workshop on Applied Arts This practical subject focuses on mastering techniques, materials and the professions of artistic

More information

Mobile Application Design of Augmented Reality Digital Pet

Mobile Application Design of Augmented Reality Digital Pet Mobile Application Design of Augmented Reality Digital Pet 1 Chi-Fu Lin, 2 Sheng-Wen Lo, 2 Pai-Shan Pa, and 1 Chiou-Shann Fuh 1 Deaprtment of Computer Science and Information Engineering, National Taiwan

More information

Visual Storytelling, Shot Styles and Composition

Visual Storytelling, Shot Styles and Composition Pre-Production 1.2 Visual Storytelling, Shot Styles and Composition Objectives: Students will know/be able to >> Understand the role of shot styles, camera movement, and composition in telling a story

More information

Virtual Environments - Basics -

Virtual Environments - Basics - Virtual Environments - Basics - What Is Virtual Reality? A Web-Based Introduction Version 4 Draft 1, September, 1998 Jerry Isdale http://www.isdale.com/jerry/vr/whatisvr.html Virtual Environments allow

More information

Visualising Global Challenges

Visualising Global Challenges Centre for Co-Curricular Studies Global Challenges Visualising Global Challenges 2014 2015 Course mentor: Siân Williams sian.williams07@imperial.ac.uk Horizons field leader: Elizabeth Hauke e.hauke@imperial.ac.uk

More information

The 2016 Monash University Handbook will be available from October 2015. This document contains interim 2016 course requirements information.

The 2016 Monash University Handbook will be available from October 2015. This document contains interim 2016 course requirements information. Bachelor of Fine Art Detailed Course Requirements The 2016 Monash University Handbook will be available from October 2015. This document contains interim 2016 course requirements information. Description

More information

COURSE GUIDE. CUF60107 Advanced Diploma of Screen and Media (Animation & VFX)

COURSE GUIDE. CUF60107 Advanced Diploma of Screen and Media (Animation & VFX) COURSE GUIDE CUF60107 Advanced Diploma of Screen and Media (Animation & VFX) Table of Contents Overview... 3 Delivery Mode... 3 Contact Hours... 4 Assessments... 4 Recognition of Prior Learning and Credit

More information

VCE Visual Communication Design: Administrative advice for School-based Assessment in 2015

VCE Visual Communication Design: Administrative advice for School-based Assessment in 2015 VCE Visual Communication Design: Administrative advice for School-based Assessment in 2015 Units 3 and 4 School-assessed Task The School-assessed Task contributes 40 per cent to the study score and is

More information

Studying Multimodal Interaction at an Interactive Museum Exhibit on SteamPower Locomotive

Studying Multimodal Interaction at an Interactive Museum Exhibit on SteamPower Locomotive Studying Multimodal Interaction at an Interactive Museum Exhibit on SteamPower Locomotive Loraine Clarke University of Strathclyde. 26 Richmond St, Glasgow, G1 1XH, UK. loraine.clarke@strath.ac.uk Eva

More information

SURFACE IMPRESSION. Mobile apps. Examples of our work within the cultural and heritage sectors

SURFACE IMPRESSION. Mobile apps. Examples of our work within the cultural and heritage sectors Mobile apps Examples of our work within the cultural and heritage sectors ABOUT US Surface Impression is an imaginative and innovative digital media development company based in Brighton. Since the company

More information

Quick Start Tutorial Metric version

Quick Start Tutorial Metric version Quick Start Tutorial Metric version 1996-2009 Cadsoft Corporation. No part of this guide or the accompanying software may be reproduced or transmitted, electronically or mechanically, without written permission

More information

Quick Start Tutorial Imperial version

Quick Start Tutorial Imperial version Quick Start Tutorial Imperial version 1996-2006 Cadsoft Corporation. No part of this guide or the accompanying software may be reproduced or transmitted, electronically or mechanically, without written

More information

Technical Drawing Specifications Resource A guide to support VCE Visual Communication Design study design 2013-17

Technical Drawing Specifications Resource A guide to support VCE Visual Communication Design study design 2013-17 A guide to support VCE Visual Communication Design study design 2013-17 1 Contents INTRODUCTION The Australian Standards (AS) Key knowledge and skills THREE-DIMENSIONAL DRAWING PARALINE DRAWING Isometric

More information

Bachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries

Bachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries First Semester Development 1A On completion of this subject students will be able to apply basic programming and problem solving skills in a 3 rd generation object-oriented programming language (such as

More information

Office of Admissions. 110 Meyerson Hall Philadelphia, PA 19104-6311 TIME BASED AND INTERACTIVE MEDIA CERTIFICATE PROGRAM

Office of Admissions. 110 Meyerson Hall Philadelphia, PA 19104-6311 TIME BASED AND INTERACTIVE MEDIA CERTIFICATE PROGRAM Office of Admissions 110 Meyerson Hall Philadelphia, PA 19104-6311 TIME BASED AND INTERACTIVE MEDIA CERTIFICATE PROGRAM The Time Based and Interactive Media Certificate Program is suited for graduate students

More information

RARITAN VALLEY COMMUNITY COLLEGE ACADEMIC COURSE OUTLINE. ARTS 248: Designing Motion Graphics

RARITAN VALLEY COMMUNITY COLLEGE ACADEMIC COURSE OUTLINE. ARTS 248: Designing Motion Graphics I. Basic Course Information RARITAN VALLEY COMMUNITY COLLEGE ACADEMIC COURSE OUTLINE ARTS 248: Designing Motion Graphics A. Course Number and Title: ARTS-248 Designing Motion Graphics B. New or Modified

More information

Video Conferencing Display System Sizing and Location

Video Conferencing Display System Sizing and Location Video Conferencing Display System Sizing and Location As video conferencing systems become more widely installed, there are often questions about what size monitors and how many are required. While fixed

More information

Anamorphic Projection Photographic Techniques for setting up 3D Chalk Paintings

Anamorphic Projection Photographic Techniques for setting up 3D Chalk Paintings Anamorphic Projection Photographic Techniques for setting up 3D Chalk Paintings By Wayne and Cheryl Renshaw. Although it is centuries old, the art of street painting has been going through a resurgence.

More information

Develop Computer Animation

Develop Computer Animation Name: Block: A. Introduction 1. Animation simulation of movement created by rapidly displaying images or frames. Relies on persistence of vision the way our eyes retain images for a split second longer

More information

Interior Design in Augmented Reality Environment

Interior Design in Augmented Reality Environment Interior Design in Augmented Reality Environment Viet Toan Phan Ph. D Candidate 1 School of Architecture & Civil engineering Kyungpook National University, Republic of Korea 2 Department of Industrial

More information

FINE ARTS: ART, DRAMA, MUSIC

FINE ARTS: ART, DRAMA, MUSIC FINE ARTS: ART, DRAMA, MUSIC ART F56150 Introduction to 2-Dimensional Art (1 st Semester Only) 9, 10, 11, 12 F56160 Introduction to 2-Dimensional Art (Any Semester) 9, 10, 11, 12 F56000 Ceramics I 9, 10,

More information

MULTIMODAL INTERACTION, COLLABORATION, and SYNTHESIS in DESIGN and ENGINEERING PROCESSING

MULTIMODAL INTERACTION, COLLABORATION, and SYNTHESIS in DESIGN and ENGINEERING PROCESSING MULTIMODAL INTERACTION, COLLABORATION, and SYNTHESIS in DESIGN and ENGINEERING PROCESSING Robert E. Wendrich University of Twente, the Netherlands INTERNATIONAL DESIGN CONFERENCE DESIGN 2012 May 21 24,

More information

VRSPATIAL: DESIGNING SPATIAL MECHANISMS USING VIRTUAL REALITY

VRSPATIAL: DESIGNING SPATIAL MECHANISMS USING VIRTUAL REALITY Proceedings of DETC 02 ASME 2002 Design Technical Conferences and Computers and Information in Conference Montreal, Canada, September 29-October 2, 2002 DETC2002/ MECH-34377 VRSPATIAL: DESIGNING SPATIAL

More information

Level 1 Award, Certificate and Diploma in Creative Techniques [7111] Level 1 2D units

Level 1 Award, Certificate and Diploma in Creative Techniques [7111] Level 1 2D units Level 1 Award, Certificate and Diploma in Creative Techniques [7111] Level 1 2D units www.cityandguilds.com October 2009 Version 1.3 About City & Guilds City & Guilds is the UK s leading provider of vocational

More information

Albright Digital Media Alumni: Where Are They Now? Combined Major in Digital Media

Albright Digital Media Alumni: Where Are They Now? Combined Major in Digital Media Professor Daniel J. Falabella, Ph.D., Chair Associate Professor Matthew Garrison, M.F.A. Assistant Professors Jocelyn Kolb, M.F.A. and Wil Lindsay, M.F.A. Combined Major in Digital Media Interdisciplinary

More information

Alphacam Art combines Vectric s Aspire artistic design software with the market leading Alphacam manufacturing software.

Alphacam Art combines Vectric s Aspire artistic design software with the market leading Alphacam manufacturing software. Alphacam Art Alphacam Art - CNC Routing For Artists & Ideal Jewellery Cad Cam Software Alphacam Art combines Vectric s Aspire artistic design software with the market leading Alphacam manufacturing software.

More information

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene. Graphic Design Active Layer- When you create multi layers for your images the active layer, or the only one that will be affected by your actions, is the one with a blue background in your layers palette.

More information

BA (Hons) Photography course content

BA (Hons) Photography course content BA (Hons) Photography course content Year One Year One modules Representation and Construction in Photography (80 credits) This first visual practice module presents you with some of the misconceptions

More information

PROCESS IN ARCHITECTURAL DESIGN EDUCATION: A CASE STUDY ON HOW TO CONDUCT A FOUNDATIONAL STUDIO?

PROCESS IN ARCHITECTURAL DESIGN EDUCATION: A CASE STUDY ON HOW TO CONDUCT A FOUNDATIONAL STUDIO? PROCESS IN ARCHITECTURAL DESIGN EDUCATION: A CASE STUDY ON HOW TO CONDUCT A FOUNDATIONAL STUDIO? Levent Kara, Ph.D., RA Assistant Professor School of Architecture and Community Design College of The Arts

More information

SIGGRAPH ASIA 2015 KOBE

SIGGRAPH ASIA 2015 KOBE The 8th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia SIGGRAPH ASIA 2015 KOBE CONFERENCE 2-5 November 2015 EXHIBITION 3-5 November 2015 KOBE CONVENTION

More information

A-level Art and Design

A-level Art and Design A-level Art and Design ARTC3 & ARTC4 Graphic Communication Report on the Examination 2200 June 2013 Version: 1.0 Further copies of this Report are available from aqa.org.uk Copyright 2013 AQA and its licensors.

More information

PRINT POÈME NUMÉRIQUE PROJECT DESCRIPTION. Project name: LABORATORIES. A project by: Maurer United Architects 2009-10 ONCE UPON A TIME

PRINT POÈME NUMÉRIQUE PROJECT DESCRIPTION. Project name: LABORATORIES. A project by: Maurer United Architects 2009-10 ONCE UPON A TIME PRINT POÈME NUMÉRIQUE PROJECT DESCRIPTION Project name: POÈME NUMÉRIQUE LABORATORIES CASE STUDIES A project by: Maurer United Architects Year: 2009-10 ONCE UPON A TIME The Case Studies project is a utopian

More information

The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN

The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN See AiPrograms.info for program duration, tuition, fees, and other costs, median debt, federal salary data, alumni success, and other

More information

Engagement and motivation in games development processes

Engagement and motivation in games development processes Engagement and motivation in games development processes Engagement and motivation in games development processes Summary... 1 Key findings... 1 1. Background... 2 Why do we need to engage with games developers?...

More information

REQUIREMENTS FOR APPLICATION FOR ADMISSION TO THE PROGRAMME BA (VISUAL ARTS) IN 2015

REQUIREMENTS FOR APPLICATION FOR ADMISSION TO THE PROGRAMME BA (VISUAL ARTS) IN 2015 REQUIREMENTS FOR APPLICATION FOR ADMISSION TO THE PROGRAMME BA (VISUAL ARTS) IN 2015 Dear Applicant, Thank you for your enquiry regarding study in Visual Arts. In order to have the best chance of judging

More information

We ll breathe life into your exhibition!

We ll breathe life into your exhibition! We ll breathe life into your exhibition! Interactive displays for exhibitions Interactive displays for exhibitions bluelemon Interactive develops and realises interactive modules for trade shows and exhibitions,

More information

Enterprise Architecture: Practical Guide to Logical Architecture

Enterprise Architecture: Practical Guide to Logical Architecture Objecteering Practical Guides Enterprise Architecture: Practical Guide to Logical Architecture Author: Version: 1.0 Copyright: Softeam Softeam Consulting Team Supervised by Philippe Desfray Softeam 21

More information

How To Compress Video For Real Time Transmission

How To Compress Video For Real Time Transmission University of Edinburgh College of Science and Engineering School of Informatics Informatics Research Proposal supervised by Dr. Sethu Vijayakumar Optimized bandwidth usage for real-time remote surveillance

More information

Creating Your Own 3D Models

Creating Your Own 3D Models 14 Creating Your Own 3D Models DAZ 3D has an extensive growing library of 3D models, but there are times that you may not find what you want or you may just want to create your own model. In either case

More information

16 URBAN VISUALIZATION MODELLING

16 URBAN VISUALIZATION MODELLING 16 URBAN VISUALIZATION MODELLING The Planning and Economic Development Committee recommends the adoption of the recommendation contained in the following report August 23, 2006, from the Commissioner of

More information

Context-aware Library Management System using Augmented Reality

Context-aware Library Management System using Augmented Reality International Journal of Electronic and Electrical Engineering. ISSN 0974-2174 Volume 7, Number 9 (2014), pp. 923-929 International Research Publication House http://www.irphouse.com Context-aware Library

More information

GD1125 Introduction to Photography: Class Overview

GD1125 Introduction to Photography: Class Overview GD1125 Introduction to Photography: Class Overview This course will introduce the elements of photography and explore its impact and various applications as a vehicle to convey a visual message. Students

More information

INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY

INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY INTERNATIONAL JOURNAL OF PURE AND APPLIED RESEARCH IN ENGINEERING AND TECHNOLOGY A PATH FOR HORIZING YOUR INNOVATIVE WORK OPEN SOURCE: SIXTH SENSE INTEGRATING INFORMATION WITH THE REAL WORLD MADHURI V.

More information

CURRICULUM ABOUT THE PROGRAM FILM FINE ARTS FILM PRODUCTION & EDITING JULY 11-29, 2016, 9 A.M. 4 P.M. DRAWING/PAINTING GRAPHIC DESIGN PHOTOGRAPHY

CURRICULUM ABOUT THE PROGRAM FILM FINE ARTS FILM PRODUCTION & EDITING JULY 11-29, 2016, 9 A.M. 4 P.M. DRAWING/PAINTING GRAPHIC DESIGN PHOTOGRAPHY ABOUT THE PROGRAM JULY 11-29, 2016, 9 A.M. 4 P.M. Watkins College of Art, Design & Film offers highly motivated high school students the chance to experience the life and culture of an art college through

More information

An Instructional Aid System for Driving Schools Based on Visual Simulation

An Instructional Aid System for Driving Schools Based on Visual Simulation An Instructional Aid System for Driving Schools Based on Visual Simulation Salvador Bayarri, Rafael Garcia, Pedro Valero, Ignacio Pareja, Institute of Traffic and Road Safety (INTRAS), Marcos Fernandez

More information

Now available for hire

Now available for hire Now available for hire Following the success of the London display 3D: Printing the Future is now available to hire. The Science Museum is offering a Blueprint Pack so that you can be creative, innovative

More information

SMART Collaboration Solutions A better way to work together

SMART Collaboration Solutions A better way to work together SMART Collaboration Solutions A better way to work together Intuitive displays and projectors Turn virtually any environment into a dynamic collaboration space. SMART Room System for Microsoft Lync Combine

More information

A Short Introduction to Computer Graphics

A Short Introduction to Computer Graphics A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical

More information

Information Technology Cluster

Information Technology Cluster Web and Digital Communications Pathway Information Technology Cluster 3D Animator This major prepares students to utilize animation skills to develop products for the Web, mobile devices, computer games,

More information

Doppler Effect Plug-in in Music Production and Engineering

Doppler Effect Plug-in in Music Production and Engineering , pp.287-292 http://dx.doi.org/10.14257/ijmue.2014.9.8.26 Doppler Effect Plug-in in Music Production and Engineering Yoemun Yun Department of Applied Music, Chungwoon University San 29, Namjang-ri, Hongseong,

More information

Program of Study. Animation (1288X) Level 1 (390 hrs)

Program of Study. Animation (1288X) Level 1 (390 hrs) Program of Study Level 1 (390 hrs) ANI1513 Life Drawing for Animation I (60 hrs) Life drawing is a fundamental skill for creating believability in our animated drawings of motion. Through the use of casts

More information

Bachelor of Creative Design. Game Art. www.mediadesign.com. Course Components

Bachelor of Creative Design. Game Art. www.mediadesign.com. Course Components Course Components Game Art Bachelor of Creative Design www.mediadesign.com Year One 01 Interdisciplinary Components Theoretical Foundations of Art and Design: GA1A01 GA1A01 utilises traditional art theories

More information

Interfacing design and making of Ceramics

Interfacing design and making of Ceramics Interfacing design and making of Ceramics Expansion of ceramics practice through technology By Flemming Tvede Hansen, Ceramicist and Research Assistant professor, Martin Tamke, Architect and Associate

More information

How SolidWorks Speeds Consumer Product Design

How SolidWorks Speeds Consumer Product Design white paper How SolidWorks Speeds Consumer Product Design inspiration SUMMARY SolidWorks Premium bridges the gap between industrial design and engineering by providing powerful surfacing capabilities,

More information

Freehand Sketching. Sections

Freehand Sketching. Sections 3 Freehand Sketching Sections 3.1 Why Freehand Sketches? 3.2 Freehand Sketching Fundamentals 3.3 Basic Freehand Sketching 3.4 Advanced Freehand Sketching Key Terms Objectives Explain why freehand sketching

More information

RAPID PROTOTYPING OF MOBILE LEARNING GAMES

RAPID PROTOTYPING OF MOBILE LEARNING GAMES RAPID PROTOTYPING OF MOBILE LEARNING GAMES Maija Federley 1, Timo Sorsa 2, Janne Paavilainen 3, Kimo Boissonnier 2 and Anu Seisto 1 1 Technical Research Centre of Finland VTT - P.O.Box 1000, FI-02044 VTT

More information

Sony Releases the Transparent Lens Eyewear SmartEyeglass Developer Edition

Sony Releases the Transparent Lens Eyewear SmartEyeglass Developer Edition News & Information 1-7-1 Konan, Minato-ku, Tokyo Sony Corporation No. 15-016E February 17, 2015 Sony Releases the Transparent Lens Eyewear SmartEyeglass Developer Edition - Promotes the development of

More information

2012/2013 Programme Specification Data. Honours Degree BA Hons Architecture. Architecture, 2010. The aims of the programme are to:

2012/2013 Programme Specification Data. Honours Degree BA Hons Architecture. Architecture, 2010. The aims of the programme are to: 2012/2013 Programme Specification Data Programme Name Programme Number Programme Award QAA Subject Benchmark Statements Honours Degree BA Hons Architecture P01101 BA Hons Architecture, 2010 Programme Aims

More information

Chapter 1 Learning to Program With Alice

Chapter 1 Learning to Program With Alice Chapter 1 Learning to Program With Alice (Duke Book) Rather than typing a difficult, long and obscure computer language in the hopes of getting a calculation, with Alice you will be more like a director

More information

Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION

Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION All media messages - a film or book, photograph or picture, newspaper article, news story,

More information

The School-assessed Task has three components. They relate to: Unit 3 Outcome 2 Unit 3 Outcome 3 Unit 4 Outcome 1.

The School-assessed Task has three components. They relate to: Unit 3 Outcome 2 Unit 3 Outcome 3 Unit 4 Outcome 1. 2011 School-assessed Task Report Media GA 2 BACKGROUND INFORMATION 2011 was the final year of accreditation for the Media Study Design 2003 2011. Comments in this report refer to the School-assessed Task

More information

Photography. Classroom Activities. These exercises were developed by Dan Saul for Campaign! Make an Impact. The British Library Board

Photography. Classroom Activities. These exercises were developed by Dan Saul for Campaign! Make an Impact. The British Library Board Photography Classroom Activities These exercises were developed by Dan Saul for Campaign! Make an Impact. This activity begins with a detailed look at particular photographs. The images used can be found

More information

Chapter 117. Texas Essential Knowledge and Skills for Fine Arts. Subchapter C. High School, Adopted 2013

Chapter 117. Texas Essential Knowledge and Skills for Fine Arts. Subchapter C. High School, Adopted 2013 High School, Adopted 2013 117.C. Chapter 117. Texas Essential Knowledge and Skills for Fine Arts Subchapter C. High School, Adopted 2013 Statutory Authority: The provisions of this Subchapter C issued

More information

Introduction to Computer Graphics

Introduction to Computer Graphics Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 torsten@sfu.ca www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics

More information

Schools Programs. ngv.vic.gov.au

Schools Programs. ngv.vic.gov.au Schools Programs ngv.vic.gov.au Page 1 NGV Schools 22 Nov 2012 23 Mar 2013 is the most ambitious and far-reaching exhibition to be presented by the National Gallery of Victoria. It celebrates contemporary

More information

The 21 st Century Art and Design Secondary Teacher

The 21 st Century Art and Design Secondary Teacher The 21 st Century Art and Design Secondary Teacher Learning and Teaching Twenty-first century teachers ensure teaching is enhanced through the informed use of ICT. They use technology to offer greater

More information

Intuitive Navigation in an Enormous Virtual Environment

Intuitive Navigation in an Enormous Virtual Environment / International Conference on Artificial Reality and Tele-Existence 98 Intuitive Navigation in an Enormous Virtual Environment Yoshifumi Kitamura Shinji Fukatsu Toshihiro Masaki Fumio Kishino Graduate

More information

Using Photorealistic RenderMan for High-Quality Direct Volume Rendering

Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam cjam@sdsc.edu Mike Bailey mjb@sdsc.edu San Diego Supercomputer Center University of California San Diego Abstract With

More information

Fall 2014: Graphic Design

Fall 2014: Graphic Design Fall 2014: Graphic Design Graphic design is a large and growing profession in demand in the global communications world. In addition to an emphasis on traditional skills and production methods, the program

More information

A Business Process Services Portal

A Business Process Services Portal A Business Process Services Portal IBM Research Report RZ 3782 Cédric Favre 1, Zohar Feldman 3, Beat Gfeller 1, Thomas Gschwind 1, Jana Koehler 1, Jochen M. Küster 1, Oleksandr Maistrenko 1, Alexandru

More information

INTERACTIVE 3D SIMULATION SYSTEM IN GAME ENGINE BASED COLLABORATIVE VIRTUAL ENVIRONMENT FOR ARCHITECTURAL DESIGN COMMUNICATION

INTERACTIVE 3D SIMULATION SYSTEM IN GAME ENGINE BASED COLLABORATIVE VIRTUAL ENVIRONMENT FOR ARCHITECTURAL DESIGN COMMUNICATION INTERACTIVE 3D SIMULATION SYSTEM IN GAME ENGINE BASED COLLABORATIVE VIRTUAL ENVIRONMENT FOR ARCHITECTURAL DESIGN COMMUNICATION PRITTIPORN LOPKERD, PINTO JINUNTUYA Faculty of Architecture and Planning,

More information

Visualization and Auralization of Architectural Design in a Game Engine Based Collaborative Virtual Environment

Visualization and Auralization of Architectural Design in a Game Engine Based Collaborative Virtual Environment Visualization and Auralization of Architectural Design in a Game Engine Based Collaborative Virtual Environment Jules Moloney and Lawrence Harvey University of Auckland and the Spatial InformationArchitecture

More information

2D & 3D TelePresence

2D & 3D TelePresence 2D & 3D TelePresence delivers the ultimate experience in communication over a distance with aligned eye contact and a life-size sense of presence in a room setting. Eye Contact systems achieve eye-to-eye

More information

New Waterloo. Transforming the Elizabeth House site

New Waterloo. Transforming the Elizabeth House site New Waterloo Transforming the Elizabeth House site 02 Transforming Elizabeth House 03 Transforming Elizabeth House Transforming Elizabeth House This booklet has been produced by Chelsfield and London &

More information

Augmented Reality: The future of IB systems

Augmented Reality: The future of IB systems Augmented Reality: The future of IB systems Electronification of trading: Information overload Over the course of the past decade, capital markets trading has become gradually more electronic. In 2012,

More information

Multimedia Technology and Design Courses at a Glance

Multimedia Technology and Design Courses at a Glance Multimedia Technology and Design Courses at a Glance MTD101: Multimedia Design Concepts MTD101 Multimedia Design concept is a design module that seeks to equip students with competent skills in design

More information

Get The Picture: Visualizing Financial Data part 1

Get The Picture: Visualizing Financial Data part 1 Get The Picture: Visualizing Financial Data part 1 by Jeremy Walton Turning numbers into pictures is usually the easiest way of finding out what they mean. We're all familiar with the display of for example

More information

Using Video Cameras in Physical Education

Using Video Cameras in Physical Education Using Video Cameras in Physical Education Steve Kibble & Steve Cayley This document is reproduced and made available with the kind permission of the authors and Devon Curriculum Services Using Video Cameras

More information

Designing a Poster using MS-PowerPoint

Designing a Poster using MS-PowerPoint Designing a Poster using MS-PowerPoint TABLE OF CONTENTS Introduction... 3 Main components of a poster... 3 Setting up your poster... 5 Setting up the document size... 5 Configuring the grid and guides...

More information

INTELLIGENT AGENTS AND SUPPORT FOR BROWSING AND NAVIGATION IN COMPLEX SHOPPING SCENARIOS

INTELLIGENT AGENTS AND SUPPORT FOR BROWSING AND NAVIGATION IN COMPLEX SHOPPING SCENARIOS ACTS GUIDELINE GAM-G7 INTELLIGENT AGENTS AND SUPPORT FOR BROWSING AND NAVIGATION IN COMPLEX SHOPPING SCENARIOS Editor: Martin G. Steer (martin@eurovoice.co.uk) Contributors: TeleShoppe ACTS Guideline GAM-G7

More information

INFORMING A INFORMATION DISCOVERY TOOL FOR USING GESTURE

INFORMING A INFORMATION DISCOVERY TOOL FOR USING GESTURE INFORMING A INFORMATION DISCOVERY TOOL FOR USING GESTURE Luís Manuel Borges Gouveia Feliz Ribeiro Gouveia {lmbg, fribeiro}@ufp.pt Centro de Recursos Multimediáticos Universidade Fernando Pessoa Porto -

More information

The 21 st Century Art and Design Primary Teacher

The 21 st Century Art and Design Primary Teacher The 21 st Century Art and Design Primary Teacher Learning and Teaching Twenty-first century art and design teachers ensures teaching is enhanced through the informed use of ICT. They use technology to

More information

3D Interactive Information Visualization: Guidelines from experience and analysis of applications

3D Interactive Information Visualization: Guidelines from experience and analysis of applications 3D Interactive Information Visualization: Guidelines from experience and analysis of applications Richard Brath Visible Decisions Inc., 200 Front St. W. #2203, Toronto, Canada, rbrath@vdi.com 1. EXPERT

More information

CREATIVE TECHNOLOGIES SHOWCASE 2013. Institute of Creative Technologies

CREATIVE TECHNOLOGIES SHOWCASE 2013. Institute of Creative Technologies CREATIVE TECHNOLOGIES SHOWCASE 2013 Institute of Creative Technologies Front and Back cover artwork by Ogi Zahariev. Original picture taken by Dan Livesey. Concept: Masters in Creative Technologies Cohort

More information

VISUALISATION Bring your concepts to life

VISUALISATION Bring your concepts to life The Igloo 360 is a fullyimmersive, highly-engaging visualisation platform. You can step right inside your Computer-aided Design (CAD) and Business Information Modelling (BIM) data. You can get a palpable

More information

Solving Simultaneous Equations and Matrices

Solving Simultaneous Equations and Matrices Solving Simultaneous Equations and Matrices The following represents a systematic investigation for the steps used to solve two simultaneous linear equations in two unknowns. The motivation for considering

More information